diff --git a/GPU/Common/DepalettizeShaderCommon.cpp b/GPU/Common/DepalettizeShaderCommon.cpp index cd6296a99b..6b81322a42 100644 --- a/GPU/Common/DepalettizeShaderCommon.cpp +++ b/GPU/Common/DepalettizeShaderCommon.cpp @@ -106,6 +106,10 @@ void GenerateDepalShader300(ShaderWriter &writer, const DepalConfig &config) { writer.C(" int index = (b << 11) | (g << 5) | (r);\n"); break; case GE_FORMAT_5551: + if (config.textureFormat == GE_TFMT_CLUT8) { + // SOCOM case. We need to make sure the next few lines load the right bits, see below. + shiftedMask <<= 8; + } if (shiftedMask & 0x1F) writer.C(" int r = int(color.r * 31.99);\n"); else writer.C(" int r = 0;\n"); if (shiftedMask & 0x3E0) writer.C(" int g = int(color.g * 31.99);\n"); else writer.C(" int g = 0;\n"); if (shiftedMask & 0x7C00) writer.C(" int b = int(color.b * 31.99);\n"); else writer.C(" int b = 0;\n"); @@ -245,7 +249,7 @@ void GenerateDepalShaderFloat(ShaderWriter &writer, const DepalConfig &config) { break; case GE_FORMAT_5551: if (config.textureFormat == GE_TFMT_CLUT8 && mask == 0xFF && shift == 0) { - sprintf(lookupMethod, "index.b * 64.0 + index.g * 4.0"); // we just skip A. + sprintf(lookupMethod, "index.a * 128.0 + index.b * 64.0 + index.g * 4.0"); // we just skip A. index_multiplier = 1.0f / 256.0f; // SOCOM case. #16210 } else if ((mask & (mask + 1)) == 0 && shift < 16) {